If you want the emotional high of "I am a God! I'm so smart!", only to return to "I'm the biggest idiot" 10 minutes later. Become a Game developer. #gamedev#solodev#struggle
I've removed image decoding from the engine and built a small "asset packer" program that converts PNGs to binary assets at build time, reducing them to 8 grayscale colors with RLE compression. Efficiency achieved!
Getting more interesting now, though still not exactly perfect, but it's pretty neat to play with. It's quite heavy performance wise though, I'll have to see if I can get this down to a reasonable cost while retaining the fun.
My current progress on the base model for the new style of the main character. Fairly happy with it so far, they look so cute. They also have cute beans on their paws.
The head took a bit longer than I was expecting, was fairly complex with the topology. The tail and hair (with some edits to the hair) were copied from the old design, since I was fairly happy with them already
Glad I decided to redo them, I'm much happier with this style #gamedev#indiedev#SoloDev#gamedesign#3dmodel#blender
Started working on a small game prototype. Still warming up to it, so it will take a while.
I also went back to my own game - Crop Rotation this week. Really enjoyed it again after not touching it for a few months. One thing led to another, I now have about 15-20 new cards for Crop Rotation from my discord community so I guess I will be testing them over the next few weeks.
Started looking at programming the APU. I should probably just use Famitone2 or some other standard format, but… I kinda want to implement something custom to go along with the open source/from scratch mindset of the project. I’ve already updated the build tool to parse aseprite files (just parse at the moment) for sprites and animations, so it shouldn’t be too much more to parse some other format for music/sfx and put into something easy for the 6502 and APU to interpret. #solodev#gamedev#nes
Alright, I haven't posted in a while about my game #Kamaryn because I worked more on internal and less showable stuff, so here's a little update.
I spent a bit of time making the health counters look nicer and react to damage. I was going for a simple bar initially but thought it was really boring so this is what it turned into. What do you think?
@jake4480 Thanks !
It's gratifying to work on visuals once in a while, haha. You get something to show after just a couple hours work instead of like, weeks to optimize some internal system nobody will notice 😑
Kind of ironic given that I work so much with shaders but only a fraction of it is used for graphics !
I designed this character last night for the possible PSP game I want to make, question is, what do I make him do, he aint got no arms, so he could have a floating weapon, or he could just run around with his scarf, or the scarf are his arms, if you have ideas let me know! #gamedev#indiedev #solodev#pixelart#gameart
My first solo game, DOKI DOKI GRAVITY DIVE is on sale on #GOG again for 80% off because I hate money.
Fun fact: There is just ONE scripted scene in the trailer. The shot of the black hole at 0:07 to 0.11. The rest is all unaltered gameplay. YES, even the lack of HUD. You can just turn it off in the game settings.
@memoriesin8bit Wow! I’m impressed you were able to pull off such great graphics with 80MB and 1GB of RAM. And a 4.4 rating is enough to get me to buy your game.
@atomicpoet Thank you. Biggest resource saver was that the game is made entirely made without textures. And quite literally half its size is the music (not many tracks but each has variations for different playback options).